Danbias/Code/GamePhysics/Implementation/Octree.h

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#ifndef OCTREE_H
#define OCTREE_H
#include <vector>
#include <map>
#include "Sphere.h"
#include "BoxAxisAligned.h"
#include "Utilities.h"
#include "../PhysicsAPI.h"
namespace Oyster
{
namespace Physics
{
class Octree
{
public:
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static const unsigned int invalid_ref;
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typedef void(*VistorAction)(Octree&, unsigned int, unsigned int);
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struct Data
{
Data* prev;
Data* next;
Collision3D::Sphere container;
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::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef;
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unsigned int queueRef;
};
struct OctreeNode
{
OctreeNode* children[8];
Data* dataPtr;
Collision3D::BoxAxisAligned container;
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};
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Octree(unsigned int bufferSize = 0, unsigned char numLayers = 0, Math::Float3 worldSize = Math::Float3::null);
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virtual ~Octree();
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Octree& operator=(const Octree& orig);
void AddObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void MoveToUpdateQueue(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef);
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std::vector<ICustomBody*> Sample(ICustomBody* customBodyRef);
void Visit(ICustomBody* customBodyRef, VistorAction hitAction );
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ICustomBody* GetCustomBody(const unsigned int tempRef);
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Extract( const ICustomBody* objRef );
::Utility::DynamicMemory::UniquePointer<ICustomBody> Extract( unsigned int tempRef ); // Dan vill ha
unsigned int GetTemporaryReferenceOf( const ICustomBody* objRef ) const; // Dan vill ha
void SetAsAltered( unsigned int tempRef ); // Dan vill ha
void EvaluatePosition( unsigned int tempRef ); // Dan vill ha
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private:
std::vector < Data > leafData;
std::vector < Data* > updateQueue;
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std::map< const ICustomBody*, unsigned int > mapReferences;
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OctreeNode worldNode;
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};
}
}
#endif